The mediational role of identification in the relationship between experience mode and self-efficacy: Enactive role-playing versus passive observation.
Abstract Based on Social Cognitive Theory, this study proposes a new concept-mediated enactive experience to understand game playing effects on self-efficacy in the context of a health promotion role-playing game. An experiment demonstrated that a mediated enactive experience afforded by game playing was more effective than a mediated observational experience provided by game watching in influencing self-efficacy. It was found that identification with the game character partially mediated the relationship between experience mode and self-efficacy.
Peng
Wei
W
Department of Telecommunication, Information Studies, and Media, Michigan State University, East Lansing, Michigan 48824, USA. pengwei@msu.edu
D006293:Health Promotion; D006801:Humans; D017008:Negotiating; D019370:Observation; D011361:Professional Competence; D011582:Psychological Theory; D012380:Role; D012381:Role Playing; D020377:Self Efficacy; D012938:Social Perception